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dicey dungeons v1.11

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Mar 10th, 2021
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  1. Gameplay:
  2. - Dicey Dungeons is now available in Arabic!
  3. - Once per battle equipment is destroyed after use when weakened (this one was responsible for some very broken looking behavior in Aurora fights!)
  4. - Player HP cannot be reduced below 1 if the enemy has zero hp: this fixes the Thorns/Cactus rule bug that can leave the player with 0 hp.
  5. - Added support for getting the very rare, but extremely awesome combination of "The Robot" and "Bounty Hunter" remix rules at the same time.
  6. - If the game window is moved offscreen for any reason, reset the window position on the next startup. (This fixes a serious issue where the game was appearing not to run at all for some people, preventing them from playing.)
  7. - If you run out of space in your backpack when you find a new item, you can now make room for it by throwing away something old.
  8. - Show the turn number in Bonus Round episodes.
  9. - Hard mode in Bonus Round episodes now indicate whether your've completed them already or not.
  10. - Fixed a bug with Lock when playing Robot, where multiple lock statuses would sometimes only count as 1.
  11. - When playing Robot, "Calcuate" action is unavailable when you have an unused Lock?ed dice.
  12. - New implementation for Robot Freeze? status that's more consistent with the other contestants.
  13. - Fix UI jitter bug when finishing a battle with Boomerang + Fury.
  14. - Make Skeleton available in the Final episode!
  15. - Fixed a bug where curse could destroy critical cards in the Final episode.
  16. - Remove Blight and Detonator from early Warrior episodes.
  17. - Precious Egg and Rotten Egg are now immune to curse, which prevents a possible crash on Parallel Universe episodes.
  18. - Val rule no longer swaps out once per battle equipment, which prevents an input bug on gamepad.
  19. - Fixed bug where Ungeradedice was not offered as a trade in Thief episodes due to a typo.
  20. - Changed Shockwave's gadget from Zap to Theremin.
  21. - Fixed string display on "Blocked {statuseffect}!" particles from Alternate Reduce-By status.
  22. - Spare dice cards no longer trigger Re-Equip next.
  23. - Sonic Wave? now upgrades correctly to Sonic Wave?+ instead of Sonic Wave+.
  24. - Fixed Magic Key- to have an EVEN slot.
  25. - Buffed Warrior's "Rusty Sword" item to make it more interesting.
  26. - Thorns? should be removed at the start of a turn, not at the end of it.
  27. - The Frog rule now chooses Super Enemies (where available). Bit more of a fair fight!
  28. - Locked dice cannot also be burning - so if you inflict both statuses, lock is inflicted first, and then burn. Previously, the game applied burn to the locked dice, wasting the status.
  29. - Pirate is now correctly categorised as wearing a hat for Judgement cards.
  30. - Bully bonus round rule now gives enemies Rock+ in hard mode.
  31. - Don't apply bonus damage (e.g. from Rose rule) to Crystalina Bonus Round rule.
  32. - Prevent a clash of "The Robot" and "Wisp" rules.
  33. - Fixed Uptick value getting increased twice after fights in Thief episode 3.
  34. - Lightning Rod maintains charge when weakened.
  35. - Fixed a bug where Weakening "Run Away!+" would reset the countdown.
  36. - Fix gamepad movement in Display menu.
  37. - Fixed UI overlap between name and dice display when enemy has extra dice.
  38. - Fixed negative flee counter bug.
  39. - Fixed interaction of Hothead and Warlock rules (Sixes are set on Fire?, not on Fire)
  40. - Reversal gadget will always steal equipment, even if that card would otherwise not be possible to steal (e.g. Mood Change, Yoink).
  41. - Reversal gadget won't regenerate once per battle equipment that has already been used.
  42. - Finders Keepers card now indicates when it has been used, and changes from COUNTDOWN12 to a passive card. (also fixed missing sound event when used)
  43. - Optimise AI search on countdown equipment.
  44. - Minor adjustments to Calatan, Welsh, French, Japanese and Chinese localisations.
  45.  
  46. Modding:
  47. - Script errors during modding now display "(during ai simulation)" in traces.
  48. - Script "delay()" command will now cause AI to wait before making a move if called in "before start turn" or "on start turn".
  49. - Fixed some typos in MODDING.txt.
  50. - Expose "getequipmentlist" function to generator scripts.
  51. - Exposed new script function: getactivefighter.
  52. - Exposed new script function: getcharactertemplate.
  53. - Exposed new script function: _internalgiveequipment.
  54. - Exposed new script function: animateequipmentintoplace.
  55. - Exposed new script function: getfightertemplate()
  56. - Added two new functions to fighter: .squeak(), and .reloadanimation(). "squeak()" is shortcut for playing "personality" voice effects, and "reloadanimation()" is potentially useful if you're doing anything that changes animation mid fight.
  57. - In status "On damage inflicted" and "On damage taken" scripts, "dmgtype" now contains the type of damage inflicted. Default is "none", which just means non-elemental. e.g. "shock", "poison", "none".
  58. - Fixed vertical alignment of text on passive cards.
  59. - Localisation fix: If a translation is not found in equipment.csv, check strings.csv instead as a fallback (useful for descriptions that change during combat)
  60. - Fixed the bug where if a temporary item (e.g. given by giveequipment() where maketemp is false) is weakened mid-turn, it will no longer be temporary.
  61. - Thief Stolen cards now run "before start turn", "on start turn" and "on any equipment use" scripts.
  62. - AI fighters can now use the "self.gold" variable correctly.
  63. - Equipment string variable <gold> now correctly shows the amount of gold held by the current fighter, not just the by player.
  64. - The symbol [newline] can be used in equipment descriptions for realtime description changing in mods - this makes the workaround of grabbing the | character from a substring unnecessary.
  65. - Reuseable copies of equipment now copy more properties of original equipment, like colour and equipment variables.
  66. - e.getvar(v) now returns Dynamic instead of Int.
  67. - Better support for changing enemy innates mid fight - e.g. target.addinnate("weakice"); will now work, and animate Innate string at the top of the screen.
  68. - "Reverse Next Target" is no longer triggered on equipment with the "curseavoid" tag.
  69. - You can now test Frog rule bosses with the -boss="" command line parameter.
  70. - Fixed a bug that could cause mods to crash on certain generators if they use empty lists.
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